diff --git a/main.c b/main.c index 224c6ed..6f6a6de 100755 --- a/main.c +++ b/main.c @@ -1089,7 +1089,7 @@ void SFG_init() SFG_backgroundScaleMap[i] = (i * SFG_TEXTURE_SIZE) / SFG_GAME_RESOLUTION_Y; - for (uint8_t i = 0; i < SFG_KEY_DOWN; ++i) + for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i) SFG_keyStates[i] = 0; SFG_backgroundScroll = 0; diff --git a/platform_sdl.h b/platform_sdl.h index c03d989..6dab2d2 100644 --- a/platform_sdl.h +++ b/platform_sdl.h @@ -35,8 +35,6 @@ const uint8_t *sdlKeyboardState; -int8_t mouseWheel; - uint16_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 format SDL_Window *window; @@ -138,11 +136,11 @@ int8_t SFG_keyPressed(uint8_t key) break; case SFG_KEY_NEXT_WEAPON: - return sdlKeyboardState[SDL_SCANCODE_M] || (mouseWheel > 0); + return sdlKeyboardState[SDL_SCANCODE_M]; break; case SFG_KEY_PREVIOUS_WEAPON: - return sdlKeyboardState[SDL_SCANCODE_N] || (mouseWheel < 0); + return sdlKeyboardState[SDL_SCANCODE_N]; break; default: return 0; break; @@ -155,19 +153,6 @@ void mainLoopIteration() { SDL_PumpEvents(); // updates the keyboard state - mouseWheel = 0; - - SDL_Event event; - - while(SDL_PollEvent(&event)) - if(event.type == SDL_MOUSEWHEEL) - { - if(event.wheel.y > 0) - mouseWheel = 1; - else - mouseWheel = -1; - } - if (sdlKeyboardState[SDL_SCANCODE_ESCAPE]) running = 0;